Hidden 10 yrs ago Post by PandaBrady
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PandaBrady

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Die Magier-spiel
For countless centuries, a battle has been held, hidden from the eyes of the humans, played by special talented people and beings known as Magiers. Magiers are known for their magical skills throughout the history of the world, from ancient babylon, to even now. The battle between Magiers has been made into a card game around the world, with no true magical effect, but the non-Magiers have no idea of the truth behind this game. Magiers are taught magic, at a young age, and are given a focal point for their magic, a Shicksal Deck. This deck has many spells on it that a Magier can cast by using their magic and focusing on the card. Each deck has a blank Character Card, with 6 stats on it, and this is filled in by the Magier’s Mana, creating their own Vormund. The game continues with the newest generation of Magiers, you.

The Game/Magier-Spiel: The game is a competition over the Kelch der Konige, a magical item that allows the winner one wish, and grants the clan they belong to, near limitless power, nearing reality warping for some of the larger clans. The game is hosted by the Father of the first Heroes, Anu. He was the first to find the Kelch der Konige, though a name was given to it later. The first of many Magiers was Gilgamesh, and his companion Enkidu, they would later become one of the first Vormund. The Kelch der Konige was an item that gave the Sumerian gods and goddesses their supposed powers, and the Kelch was passed on in secrecy to the winner of the first tournament, Gilgamesh. Anu would later reclaim the Kelch for passing to other Magier Clans, after Gilgamesh was turned into a Vormund. Anu found that the Kelch has a force behind it as well, but doesn’t quite know who or what that power is, but it enjoys watching this game.

Magiers: Magicians throughout the ages. Some, prefer to use their magic for money, while others keep it a secret from others. They have the Deck of Fate, or Shicksal Deck, to help them with their magic, giving formulas, instructions, or just being used as a focal point for the Magier to cast Magic. With the Shicksal Decks, comes a Character card that summons a Vormund, based on the user’s Mana.

Vormund: Spirits of Heroes, Figure Heads, previous Magiers, or sometimes a mythical animal. The Vormund are born by showing the Spirit in the Kelch their worth, either in combat, selflessness, or other unknown means. The Vormund loses their own name, unable to speak it until they and their master gain enough power. Until then, they must go by their two class names, the base, and then their evolved. Once they’ve gotten enough power through the battles and events of the Magier-Spiel, they regain their name, and are no longer bound to their masters. Some choose to continue following. Others decide that they would rather live a mortal life once more, and slay their master. But, the outcome will always be the same, one winner, and that is all.

Character Card: The Character card, is a card that binds a Vormund to their master, naming them in a class, and showing the Master their “stats” and special abilities. Each character is different, but could potentially have the same stats and abilities. However, the stats do not dictate a win, and sometimes the Master can determine who wins. The Stats upon the cards are as follows; Strength, Endurance, Speed, Magic, Luck, and Soul.
Strength is based on the beings strength and skill in battle, meaning that if a Vormund such as Berserker a base class for Hercules, which would normally have large strength, but little to no skill or technique behind it, would have a base score of 3 or 4 instead of the high base of 5.
Endurance is based on the ability to stay up after being knocked down, and to defend. If someone like Achilles were on the card, though invincible, he had the one weak point that led to him dying, which he couldn’t very well protect. He would have a score of 4 in his base class, instead of a 5.
Speed is also your Accuracy, determining if you are fast, like Atalanta, or accurate, like Robin Hood, these two in base class would have a 4, as Atalanta is very fast, and has some accuracy, while Robin has a high accuracy and a decent speed.
Magic, both casting, and the compatibility of it being used on them, this is usually determined on the character themselves, a higher known use of magic, such as someone like Merlin (currently alive again) would have a base of 5 if he were the card, while someone more normal, like say Lu Bu, would have a lower of 1 or 2.
Luck is the sheer luck of Fate imposed on the character, like if they find many useful items, just lying around, they’d be very lucky, or something like a thief class, would be seen with high luck.
Soul is determined by the Class’s true worth, unknown to even the Master, seen only once the Vormund is on the verge of a class up. Revealed fully once they have recovered their name.


Now, because of the complexity, I would like in this, if I see enough signups for it, to see what Vormund you guys want, and I can set it up for you. Unless you think you can make one reasonable enough. A base class will only have 5 as a maximum for any one stat.
Also quick edit here, the Gender doesn't have to be accurate.
Hidden 10 yrs ago Post by PandaBrady
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one and only bump
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